/* ** Polygon Doom software renderer ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include #include "templates.h" #include "doomdef.h" #include "sbar.h" #include "r_data/r_translate.h" #include "poly_model.h" #include "polyrenderer/poly_renderer.h" #include "polyrenderer/scene/poly_light.h" #include "polyrenderer/poly_renderthread.h" #include "r_data/r_vanillatrans.h" #include "actorinlines.h" #include "i_time.h" void PolyRenderModel(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor) { PolyModelRenderer renderer(thread, worldToClip, clipPlane, stencilValue); renderer.RenderModel(x, y, z, smf, actor); } void PolyRenderHUDModel(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue, DPSprite *psp, float ofsx, float ofsy) { PolyModelRenderer renderer(thread, worldToClip, clipPlane, stencilValue); renderer.RenderHUDModel(psp, ofsx, ofsy); } ///////////////////////////////////////////////////////////////////////////// void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) { ModelActor = actor; const_cast(objectToWorldMatrix).copy(ObjectToWorld.matrix); } void PolyModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf) { ModelActor = nullptr; } IModelVertexBuffer *PolyModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe) { return new PolyModelVertexBuffer(needindex, singleframe); } void PolyModelRenderer::SetVertexBuffer(IModelVertexBuffer *buffer) { } void PolyModelRenderer::ResetVertexBuffer() { } VSMatrix PolyModelRenderer::GetViewToWorldMatrix() { TriMatrix swapYZ = TriMatrix::null(); swapYZ.matrix[0 + 0 * 4] = 1.0f; swapYZ.matrix[1 + 2 * 4] = 1.0f; swapYZ.matrix[2 + 1 * 4] = 1.0f; swapYZ.matrix[3 + 3 * 4] = 1.0f; VSMatrix worldToView; worldToView.loadMatrix((PolyRenderer::Instance()->WorldToView * swapYZ).matrix); VSMatrix objectToWorld; worldToView.inverseMatrix(objectToWorld); return objectToWorld; } void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) { ModelActor = actor; const_cast(objectToWorldMatrix).copy(ObjectToWorld.matrix); } void PolyModelRenderer::EndDrawHUDModel(AActor *actor) { ModelActor = nullptr; } void PolyModelRenderer::SetInterpolation(double interpolation) { InterpolationFactor = (float)interpolation; } void PolyModelRenderer::SetMaterial(FTexture *skin, bool clampNoFilter, int translation) { SkinTexture = skin; } void PolyModelRenderer::DrawArrays(int start, int count) { const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; bool foggy = false; int actualextralight = foggy ? 0 : viewpoint.extralight << 4; sector_t *sector = ModelActor->Sector; bool fullbrightSprite = ((ModelActor->renderflags & RF_FULLBRIGHT) || (ModelActor->flags5 & MF5_BRIGHT)); int lightlevel = fullbrightSprite ? 255 : ModelActor->Sector->lightlevel + actualextralight; TriMatrix swapYZ = TriMatrix::null(); swapYZ.matrix[0 + 0 * 4] = 1.0f; swapYZ.matrix[1 + 2 * 4] = 1.0f; swapYZ.matrix[2 + 1 * 4] = 1.0f; swapYZ.matrix[3 + 3 * 4] = 1.0f; TriMatrix *transform = Thread->FrameMemory->NewObject(); *transform = WorldToClip * swapYZ * ObjectToWorld; PolyDrawArgs args; args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite); args.SetTransform(transform); args.SetFaceCullCCW(true); args.SetStencilTestValue(StencilValue); args.SetClipPlane(0, PolyClipPlane()); args.SetStyle(TriBlendMode::TextureOpaque); args.SetTexture(SkinTexture); args.SetDepthTest(true); args.SetWriteDepth(true); args.SetWriteStencil(false); args.DrawArray(Thread, VertexBuffer + start, count); } void PolyModelRenderer::DrawElements(int numIndices, size_t offset) { const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; bool foggy = false; int actualextralight = foggy ? 0 : viewpoint.extralight << 4; sector_t *sector = ModelActor->Sector; bool fullbrightSprite = ((ModelActor->renderflags & RF_FULLBRIGHT) || (ModelActor->flags5 & MF5_BRIGHT)); int lightlevel = fullbrightSprite ? 255 : ModelActor->Sector->lightlevel + actualextralight; TriMatrix swapYZ = TriMatrix::null(); swapYZ.matrix[0 + 0 * 4] = 1.0f; swapYZ.matrix[1 + 2 * 4] = 1.0f; swapYZ.matrix[2 + 1 * 4] = 1.0f; swapYZ.matrix[3 + 3 * 4] = 1.0f; TriMatrix *transform = Thread->FrameMemory->NewObject(); *transform = WorldToClip * swapYZ * ObjectToWorld; PolyDrawArgs args; args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite); args.SetTransform(transform); args.SetFaceCullCCW(true); args.SetStencilTestValue(StencilValue); args.SetClipPlane(0, PolyClipPlane()); args.SetStyle(TriBlendMode::TextureOpaque); args.SetTexture(SkinTexture); args.SetDepthTest(true); args.SetWriteDepth(true); args.SetWriteStencil(false); args.DrawElements(Thread, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices); } double PolyModelRenderer::GetTimeFloat() { return (float)I_msTime() * (float)TICRATE / 1000.0f; } ///////////////////////////////////////////////////////////////////////////// PolyModelVertexBuffer::PolyModelVertexBuffer(bool needindex, bool singleframe) { } PolyModelVertexBuffer::~PolyModelVertexBuffer() { } FModelVertex *PolyModelVertexBuffer::LockVertexBuffer(unsigned int size) { mVertexBuffer.Resize(size); return &mVertexBuffer[0]; } void PolyModelVertexBuffer::UnlockVertexBuffer() { } unsigned int *PolyModelVertexBuffer::LockIndexBuffer(unsigned int size) { mIndexBuffer.Resize(size); return &mIndexBuffer[0]; } void PolyModelVertexBuffer::UnlockIndexBuffer() { } void PolyModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) { PolyModelRenderer *polyrenderer = (PolyModelRenderer *)renderer; if (true)//if (frame1 == frame2 || size == 0 || polyrenderer->InterpolationFactor == 0.f) { TriVertex *vertices = polyrenderer->Thread->FrameMemory->AllocMemory(size); for (unsigned int i = 0; i < size; i++) { vertices[i] = { mVertexBuffer[frame1 + i].x, mVertexBuffer[frame1 + i].y, mVertexBuffer[frame1 + i].z, 1.0f, mVertexBuffer[frame1 + i].u, mVertexBuffer[frame1 + i].v }; } polyrenderer->VertexBuffer = vertices; polyrenderer->IndexBuffer = &mIndexBuffer[0]; } else { TriVertex *vertices = polyrenderer->Thread->FrameMemory->AllocMemory(size); float frac = polyrenderer->InterpolationFactor; for (unsigned int i = 0; i < size; i++) { vertices[i].x = mVertexBuffer[frame1 + i].x * (1.0f - frac) + mVertexBuffer[frame2 + i].x * frac; vertices[i].y = mVertexBuffer[frame1 + i].y * (1.0f - frac) + mVertexBuffer[frame2 + i].y * frac; vertices[i].z = mVertexBuffer[frame1 + i].z * (1.0f - frac) + mVertexBuffer[frame2 + i].z * frac; vertices[i].w = 1.0f; vertices[i].u = mVertexBuffer[frame1 + i].u; vertices[i].v = mVertexBuffer[frame1 + i].v; } polyrenderer->VertexBuffer = vertices; polyrenderer->IndexBuffer = &mIndexBuffer[0]; } }